mythus adventure - dark heart of afrik

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    The Dark Heart of AfrikAn Adventure for the Mythus FRPG

    by Patrick M. MurphyA Mad Irishman Production

    The Dark Heart of Afrik is a Mythus adventure designed for three to five HPs, in whichthe Personas are exposed to the dangers of the depths of the Dark Continent. Due to the natureof the transportation involved in getting them there, this adventure may be inserted withrelative ease into any campaign, providing of course tha t an African-type continent existssomewhere in the game world. The GM may decide upon further adventures in the area (thereare sufficient loose ends to allow for a lengthy diversion in the Kongo region), or may base thecampaign itself in Afrik. The GM should feel free (in fact, is obliged!) to adjust the number ofadversaries encountered up or down in order to match the abilities of the HPs and players.

    A Rough VoyageThe HPs are attempting to book passage across the Mare Librum for any of several reasons.

    Perhaps they have just escaped from a sl ave galleas like the Marduk from the adventureCondemned as Galley Slaves from the Mythus book, or perhaps they are being lured across the

    sea by the lure of adventure and/or gold. At any rate, they are attacked in the midst of theirjourney. These attackers could be members of the Starfire Guild, if you have run the GalleySlaves adventure, or may be thieves or pirates. The exact reason for their being there falls tothe GM to decide, but the end result is that the adventure starts off with some combat. Treatthese assailants as sailors (use the stats for the crewmembers on p. 372 of the Mythus book),and assign one for each HP plus a couple more. Shortly after defeating their attackers, the HPsfind to their chagrin that the ship is about to be caught up in a massive storm! Indeed, thecaptain of the galley is unable to control the vessel which is tossed about haplessly. When thestorm subsides, the galley is forced to put into port in the backwater city of Atramun, in thekingdom of Keshu, and must remain there while repairs on their ship are effected (since theport is so infrequently used, there are no other ships heading where the HPs want to go).

    A Curious OfferMeanwhile, the HPs learn that a mage in the capitol city of Hapobeid is looking foradventurers. This mage, one Kalendin by name, wants adventurers to retrieve a stone for him foruse in a magickal experiment. The GM should encourage the HPs to take up this offer by somemeans, and should stress tha t the errand is a well-paying jaunt, which Kalendin wil lemphasize when the HPs seek him out. Unfortunately, this stone he needs is located in theheart of the Kongo! However, Kalendin has some magickal devices which will allow for easytransport to and from the Kongo. The stone is currently in the possession of Kalendins old friendAdoula, chief of a major village on the northern borders of the kingdom. Kalendin gives theparty a crate of gold bars (100,000 BUCs worth) and instructs them to go to the village,exchange the gold for the stone, and return to him. To this end, he supplies one character with astone of tongues and others with two loops of transport for the duration of the errand. Thestone, when placed to ones mouth, will allow one to speak and understand fluently any human

    language spoken within 10 of the wielder. The latter, when placed on the ground in a loop, andwhen the command word is spoken, will transport all within the loop to a pre-programmedlocation (in this case the village of Betk in Kongo and Kalendins tower in Hapobeid). Eachloop can encompass 10 people. The command word for the first transport loop is al-majd, andthe one for the return loop is tabaadala. Kalendin will also supply the party with twomagick weapons: a scimitar and a khopesh sword, both of which add +10 to the attackersBAC.

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    You Knew It Couldnt Be That SimpleWhen the HPs are ready, Kalendin will show them to the first loop and bid them farewell

    for their brief journey. When the command word is spoken, there is a flash followed by briefdisorientation. When the party regains their senses, they will first notice an oppressivehumidity and the warm rain which is pouring down on them. They see what appears to be avillage some 50 meters away, in a clearing of the jungle.

    However, as the party nears, they realize that the village has been sacked! The huts areburned-out husks, there are broken spears and shields upon the ground, as well as severalcurious things lying about that are apparently weapons but which will be unknown to anyadventurers new to the area. The weapons, known as shongo (literally knife of lightning), arethrowing knives used by the natives; they have three branching blades, and are thrown along ahorizontal plane, sometimes having the nasty effect of hitting an enemys shield and swingingaround to hit him on the other side. Use the following statistics for the shongo:

    Hand WeaponsWeapon Sub-Area WP C S DT Damage Reach Pr ice PMPowShongo Axe 5 M 5 C 3D6 1 100 13

    Missile Weapons, AWeapon Sub-Area WP T S DT Da mage PriceShongo Axe 5 Y 5 C 3D6 100

    Missile Weapons, BMin

    Weapon ROF Point Blank Sho rt Medium Long Extreme PMPowShongo *1 1 5 (x3) 10 (x2) 15 (x1) 20 25 13

    There is no sign of life. In fact, if any players think to ask, a Physical Perception/NoticingorMental Perception/Detecting roll at DR Easy will reveal that there are no bodies present,either. The recent rain calls for a Physical Perception/Tracking roll at DR Hard to determinethat the raiders came from and left to the south. The stone is nowhere to be found. While theHPs are searching through the village, introduce them to the dangers of the continent with anattack by several utuchekulus (see statistics below). These malicious inhabitants of Phreeappear as 3 tall, black skinned humanoids with wild hair and singular red fangs. They willattempt to kill any humans they encounter, as they are looking for food. If the HPs wander

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    through the jungle, feel free to also throw a leopard or snake at them (use the statistics for thetiger or coral snake on pp. 323-4 of the Mythus book).

    There are several other villages in the area (all villagers speak Kongolese). Theinhabitants will be wary of strangers but not overtly hostile unless provoked. The villagerswill confide in the party, saying that several villages have been sacked and many peopletaken by some evil spirits. Several war parties have been sent to patrol the area but have not

    returned. No word has been heard of the inhabitants of Betk.Whatever village they travel to, the chief of that village will want to talk to the HPs.The chief will tell them just what the other villagers told them, but will add that he ishaving trouble backing up his authority and it is becoming increasingly difficult for him tomaintain order. He therefore offers the HPs a reward of 1000 BUCs per party member (afterall, their village is not rich, and these are hard times) plus the opportunity for the HPs to pickout wives/husbands and become part of the tribe! It will be interesting to see if the HPs takehim up on the latter part of the offer...Many of the suitors are very beautiful, so if the HPswant to marry someone they dont know and who lives in the middle of another continent, thenby all means, let them! To refuse this part of the offer will not greatly offend these noblepeople, as the prospect of marrying to adventurers that wont be around carries little incentive.

    An Evil PlotEventually, the HPs will end up encountering the raiders. The raiders are followers of the

    evil witch doctor Mobutu. This cunning man has been blessed (or cursed) by his master, Kalonji,an evil creature that haunts Timbuktu, and Mobutu is now a therianthrope. Specifically, he isan irimu , a cursed human shapeshifter found in the southern half of Afrik. The irimutransforms into a leopard (or sometimes a lion, depending on locale) when the moon is full. Thebite of such a creature does not cause therianthropy like that of a werewolf. Kalonji hopes toestablish another stronghold in this region, so he has sent Mobutu to clear the area and create aforce of undead minions (the dead villagers serve very nicely in this capacity). To this end, hehas sent two Leopard Weretherios (see p. 170 of the Necropolis) to aid Mobutu, and Mobutu hasenlisted the aid of some of the worst criminal elements of the surrounding villages.

    Mobutus lair is high on a cliff next to a powerful waterfall. The waterfall pours into asmall river which winds through the whole area. To gain entrance to the cliff lair, the HPs

    must make aMountain Climbing roll at DR Moderate. However, before they do so, they mustfirst deal with the guards...

    A Warm WelcomeA clump of trees some 40 yards from the base of the waterfall and 25 yards from the cliff

    face holds a watch platform for Mobutus men. From this platform, suspended some 50 off theground, 4 tribal warriors (see statistics below) keep watch. The dense foliage requires anotherPhysical Perception/Noticing or Mental Perception/Detecting roll at DR Hard for theplatform to be detected from the ground. However, this foliage also keeps Mobutus followersfrom having the best of views, so they need to make a roll at a DR of Moderate to see theHPs. If they see the HPs, they will attempt to attack (and kill) them, and will shout to thetwo remaining followers at the top of the waterfall in warning.

    These two warriors guard access to the ledge which leads to the entrance of the lair. They

    will attempt to kill any intruders, and one will flee inside to warn Mobutu if given the chance.Any captured guards may be coerced into revealing that the password is nzwetu (a joke forMobutu and his followers, as this literally means our house in Kongolese).

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    Magick). Furthermore, if Mobutu has been warned of the partys approach, he will be here toassault the party as they come through the entry passage, attempting to make personas eitherfall back down the slope or plummet into the pit. The skeletons are armed with swords, butthere is nothing of value (or interest) in the room otherwise.

    B) Terrible Refuse: This whole area reeks of death and decay. Any persona entering thisarea must first roll to resist the stench of the 2 ghouls (see p. 188 of the Necropolis book) who

    inhabit this chamber. The ghouls are feeding on the many broken bodies and body parts whichlie strewn about, but will take time out from their feast to attack unwanted guests. Among theitems lying about are tattered clothes, 21 BUCs, an ivory bracelet worth 250 BUCs, and a Cubeof Mental Protection (see p. 348 of the Mythus Magickbook).

    C) Mobutus Chamber: This small cistern contains Mobutus grimoires, a small table andchair, a sleeping mat, and several sconces which hold unlit torches. The small pool is connectedby underground stream with E), below, as well as the river outside. Mobutu will use this as anescape route, if necessary, by diving in and swimming to freedom. On top of the table is an ivorycarving of an elephant (worth 1000 BUCs), a gold necklace (worth 750 BUCs), three goldearrings (50 BUCs each), and a pile of money (567 BUCs). Also on the table is a letter (inKongolese) from someone named Kalonji, saying that he expects everything to be in orderwhen he visits...

    D) Guard Post: This room is guarded by 4 zombies, who will attack anyone not pronouncing

    the password. Use the statistics from page 313 of the Mythus book. There is nothing else ofinterest here.

    E) Shrine: In this small Vodoun temple, 2 leopard therianthropes wait in human form. If inperil, they will revert to leopard form and attack, but will first attempt to talk to and seduceany intruders. Mobutu will also be here under normal circumstances. If things go badly, he willdive into the pool and swim underwater to his bed chamber (C, above). The room is also filledwith experimental equipment. On an altar in the center of the chamber is a fist-sized bluesapphire (the stone Kalendin needs).

    AftermathIt is recommended you have Mobutu escape (at least once) so that he might make one last

    vengeful attack in leopard form. Kalendin will be well pleased with the HPs if they return

    with the stone, and may consider them in the future when employment opportunities arise. Infact, he will offer to pay for their overseas passage. Note that this adventure may be easilyintegrated with The Trouble With Tribals (Journeys, issue #3), as the black necromancer fromthat adventure may be another agent of Kalonji. At any rate, the HPs will have probablyearned some important allies (village chiefs and the wizard Kalendin) as well as some verydangerous enemies (Mobutu, perhaps, or his followers, and then theres the mysteriousKalonji...) This adventure is worth 10 AP/Gs, in addition to any other awards the GM feels likebestowing.

    Enemy Roster

    MobutuVocation: Witch Doctor SEC: 7

    Habitat: rth, Kongo Size: Average/ 3 x Human-sizedMove (yds/BT): 86 Init. Modifiers: Human std.Movement in Leopard Form:

    Creep : 22 yds/BTSta lk : 110 yds/BTRun: 220 yds/BTCharge : 330 yds/ BT (2 BTs only)

    Important K/S Areas/Sub-Areas & STEEP:(Primitive Vocation, Witch Doctor K/S Bundle plus)Perception (P): 27 Apotropaism: 46

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    Exorcism: 40 Demonology: 62Divination: 42 Dweomercrft: 42Toxicology: 36 Witchcrft: 65Cmbt, Hand Weaps: 34Cmbt, Missile Weaps: 34Magick: 52 Mysticism: 32Religion: 32 Spellsongs: 38

    Swimming: 30 Endurance: 25Escape: 25 Necromancy: 52Occultism: 36 Priestcrft: 36Joss (Anti-Joss): 7 Attractivenss: 16Quirks: NilAverage Armor Protection: 6

    Worn: Half Leather ArmorHeka-engendered: See below

    Invulnerabilities: Non-enchanted weaponsSusceptibilities: Insinuation: Silver (x2)Heka Available: 1053Castings: (Most likely to be used and grade)

    Divination: Detect Heka (I), Path of Wisdom (II), Detect Invisible Object (III), Universal

    Tongue (III)Dweomercrft, General: Forcedart (II), Heka Darts (III), Bedlam (IV), Negative Gravity

    (IV).Dweomercrft, Black: Cause discord, Fright, Paralysis (Physical), Pox, Vertigo (all I);

    Fulldark, Treacherous Blow (both II); Badfeelings, Blindness, Memory Drain, Weakness (allIII); Field of Hysteria, Petrifying Gaze, Venomcloud (all IV).

    Necromancy: Skeletalguise (I), Charnelreek (II), Arrowbones (III), Rotflesh (IV),Wraithform (V)

    Priestcrft, Basic: Awe (I), Heka Defenses (III).Priestcrft, Ethos of Gloomy Darkness: Cause Pain, Petrify (both I); Venomtouch, Violence

    (both II); Palpable Gloom, Webs of Fear (both III).Witchcrft: Creepie-Crawlies, Witchmark (both I); Bodynoises, Fumbleslip, Slamlock, Trip

    (all II); Hex, Lightsout (both III); Callstorm, Doublewitch, Doze, Lust, Oilfire, Poisonspit,

    Witchbolt (all IV); Fainting, Maggots, Poisonbreath (all V); Damaging Hail, Nighthide,Vomit Flames (all VI).

    Dodging: 0/4 Avoidance: Base 33/25/30 (33/50/15)

    Weapons (Human Form):Weapons WP S ATK DT Dam Bonus BAC C DurSpear 5 4 1.5 P 3D6 +3 39 W10/20Knife, L 5 2 1.5 C 2D6 +3 39 M 5/20

    Natural Weapons (Leopard Form):Att ack s BA C DT Base

    Foreclaws x 2 45 C 2D6+3Bite 45 P 3D6+3Hindclaws rake* 45 C 4D6+3*Applicable only when opponent has been hi t by both forepaws, indicating hold, and inposition which exposes it to rear legs kicking to rake, i.e., bipedal opponent prone.

    Powers:Darkseeing (as if in daylight), Hypersthesia (audial ond olfactory), Resistance toh e k a (which causes Spiritual damage, R equal to 51).

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    Averaged Armor Detail (Human Form):Area Avg Pi er ce Cut Blunt Fire Chem Stun ElecHalf leather 6 7 9 8 4 4 6 -

    Armor Scheme (Leopard Form):Area Pierce Cut Blunt Fir e Chem . Stun Elec .

    Ultra 6 6 8 - - 8 -Super 4 4 6 - - 6 -Vital 3 3 4 - - 4 -Non 1 1 2 - - 2 -Average 3 3 5 - - 5 -

    Statistical Detail (Human Form):M: 106, EL: 84 P: 86, WL: 64, CL: 77 S: 102, EL: 81MR: 52 MM: 54 PM: 41 PN: 45 SM: 51 SP: 51MRCap: 20 MMCap: 20PMCap: 16 PNCap: 16 SMCap: 20 SPCap: 20MRPow: 16 MMPow: 17PMPow: 15 PNPow: 14 SMPow: 16 SPPow: 16MRSpd: 16 MMSpd: 17 PMSpd: 10 PNSpd: 15 SMSpd: 15 SPSpd: 15

    Statistical Detail (Leopard Form):M (Cunning): 106 P: 172, WL: 129, CL: 154S: 51, EL: 40MR: 52 MM: 54 PM: 82 PN: 90 SM: 0 SP: 51MRCap: 20 MMCap: 20PMCap: 32 PNCap: 32 SMCap: 0 SPCap: 20MRPow: 16 MMPow: 17PMPow: 30 PNPow: 28 SMPow: 0 SPPow: 16MRSpd: 16 MMSpd: 17 PMSpd: 20 PNSpd: 30 SMSpd: 0 SPSpd: 15

    Commentary & Description: In addition to being an extremely ambitious witch doctor andnecromancer, Mobutu has also been turned into an irimu by the black sorceror Kalonji.

    Tribal WarriorsVocation: Primitive Warrior SEC: 1

    Habitat: rth, Kongo Size: AverageMove (yds/BT): 82 Init. Modifiers: Human std.Important K/S Areas/Sub-Areas & STEEP:(Primitive Vocation, Warrior K/S Bundle plus)Combat, HTH, Lethal: 25Combat, Hand Weapons: 40Combat, Missile Weapons: 40Perception, Physical: 25Joss (Anti-Joss): 0 Attractivenss: 9Quirks: NilAverage Armor Protection: 6/9

    Worn: Half Leather ArmorDodging: Nil Avoidance: Base 8/13/7

    Weapons:Weapons WP S ATK DT Dam Bonus BAC C DurShongo 5 5 1.5 C 3D6 +1 45 M 5/20Knife, L 5 2 1.5 C 2D6 +1 45 M 5/20Assegai 5 3 1.5 P 3D6 +1 45 C 8/20Shield 0 4 1.5 B 1D3 - 40 C 8/30

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    Averaged Armor Detail:Area Avg Pi er ce Cut Bl unt Fire Chem Stun ElecHalf leather 6 7 9 8 4 4 6 -

    Statistical Detail:M: 54, EL: 43 P: 82, WL: 62, CL: 74 S: 50, EL: 40

    MR: 27 MM: 27 PM: 41 PN: 41 SM: 24 SP: 26MRCap: 10 MMCap: 10PMCap: 16 PNCap: 16 SMCap: 9 SPCap: 10MRPow: 9 MMPow: 9 PMPow: 12 PNPow: 12 SMPow: 8 SPPow: 8MRSpd: 8 MMSpd: 8 PMSpd: 13 PNSpd: 13 SMSpd: 7 SPSpd: 8

    Commentary & Description: These are local tribesmen who have been swayed over byMobutu and now live in his service. They are motivated primarily by greed and fear and aretherefore very dangerous.

    UtuchekuluIdentifier: HumanoidHabitat: Phree et al. Size: Human-sizedModes & Rates of Movement (yds/BT):

    Base: 60Climb: 3

    Initiative Modifiers: Human standardInvulnerabilities: Electricity, Poison.Susceptabilities: Insinuation: Iron (x2), Contact: Iron (x1), Allergy: 1 BTs exposure time toferrous metal (100 lbs. in 10 feet) inflicts 1 point PD/CT thereafterQuirks: NilAverage Armor Protection: 2Dodging Factors: 10 Avoidance: Base 20/18/25

    Natural Weapons:Att ack s BA C DT Base

    Bite 25 P 1D6+poisonSpear 25 P 1D6

    Castings: None usually.Powers:Darkseeing (as if in daylight), Voice projection (1 chain range, 3/day),Jump as a frog

    (at will, 9 leaps), Fall gently as a leaf(at will).Other: Poison:by bite, STR 30 (30-30-15) in 1 BT delays).

    Statistical Detail:M: 64, EL: 51 P: 60, WL: 45, CL: 54 S: 80, EL: 64MR: 32 MM: 32 PM: 30 PN: 30 SM: 20 SP: 60MRCap: 12 MMCap: 12PMCap: 11 PNCap: 11 SMCap: 10 SPCap: 20MRPow: 10 MMPow: 10PMPow: 10 PNPow: 10 SMPow: 5 SPPow: 20

    MRSpd: 10 MMSpd: 10 PMSpd: 9 PNSpd: 9 SMSpd: 5 SPSpd: 20

    Armor Scheme:Area Pierce Cut Blunt Fir e Chem . Stun Elec .Ultra 4 4 4 - - 4 -Super 3 3 3 - - 3 -Vital 2 2 2 - - 2 -Non 1 1 1 - - 1 -Average 2 2 2 - - 2 -

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    BibliographyZirngibl, Manfred A. Seltene Afrikanische Kurzwaffen . Grafenau: Verlag Morsak, 1983.